Pedagogy: Using Television Shows, Games, and Other Media in the Classroom

Pedagogy: Using Television Shows, Games, and Other Media in the Classroom PDF Author: Laura Dumin
Publisher: Vernon Press
ISBN:
Category : Education
Languages : en
Pages : 199

Get Book Here

Book Description
This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.

Pedagogy: Using Television Shows, Games, and Other Media in the Classroom

Pedagogy: Using Television Shows, Games, and Other Media in the Classroom PDF Author: Laura Dumin
Publisher: Vernon Press
ISBN:
Category : Education
Languages : en
Pages : 199

Get Book Here

Book Description
This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.

Pedagogy

Pedagogy PDF Author: LAURA. DUMIN
Publisher: Vernon Press
ISBN: 9781648899010
Category : Education
Languages : en
Pages : 0

Get Book Here

Book Description
This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.

Games and Simulations in Online Learning: Research and Development Frameworks

Games and Simulations in Online Learning: Research and Development Frameworks PDF Author: Gibson, David
Publisher: IGI Global
ISBN: 1599043068
Category : Education
Languages : en
Pages : 420

Get Book Here

Book Description
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.

Pop-Culture Pedagogy in the Music Classroom

Pop-Culture Pedagogy in the Music Classroom PDF Author: Nicole Biamonte
Publisher: Scarecrow Press
ISBN: 146167056X
Category : Music
Languages : en
Pages : 353

Get Book Here

Book Description
Teachers the world over are discovering the importance and benefits of incorporating popular culture into the music classroom. The cultural prevalence and the students' familiarity with recorded music, videos, games, and other increasingly accessible multimedia materials help enliven course content and foster interactive learning and participation. Pop-Culture Pedagogy in the Music Classroom: Teaching Tools from American Idol to YouTube provides ideas and techniques for teaching music classes using elements of popular culture that resonate with students' everyday lives. From popular songs and genres to covers, mixes, and mashups; from video games such as Dance Dance Revolution and Guitar Hero to television shows like American Idol, this exciting collection offers pedagogical models for incorporating pop culture and its associated technologies into a wide variety of music courses. Biamonte has collected well-rounded essays that consider a variety of applications. After an introduction, the essays are organized in 3 sections. The first addresses general tools and technology that can be incorporated into almost any music class: sound-mixing techniques and the benefits of using iPods and YouTube. The middle section uses popular songs, video games, or other aspects of pop culture to demonstrate music-theory topics or to develop ear-training and rhythmic skills. The final section examines the musical, lyrical, or visual content in popular songs, genres, or videos as a point of departure for addressing broader issues and contexts. Each chapter contains notes and a bibliography, and two comprehensive appendixes list popular song examples for teaching harmony, melody, and rhythm. Two indexes cross-reference the material by title and by general subject. While written with college and secondary-school teachers in mind, the methods and materials presented here can be adapted to any educational level.

Teaching with the Screen

Teaching with the Screen PDF Author: Dan Leopard
Publisher: Routledge
ISBN: 0415640628
Category : Education
Languages : en
Pages : 169

Get Book Here

Book Description
Teaching with the Screen explores the forms that pedagogy takes as teachers and students engage with the screens of popular culture. By necessity, these forms of instruction challenge traditional notions of what constitutes education. Spotlighting the visual, spatial, and relational aspects of media-based pedagogy using a broad range of critical methodologies-textual analysis, interviews, and participant observation-and placing it at the intersection of education, anthropology, and cultural studies, this book traces a path across historically specific instances of media that function as pedagogy: Hollywood films that feature teachers as protagonists, a public television course on French language and culture, a daily television "news" program created by high school students, and a virtual reality training simulation funded by the US Army. These case studies focus on teachers as pedagogical agents (teacher plus screen) who unite the two figures that have polarized earlier debates regarding the use of media and technology in educational settings: the beloved teacher and the teaching machine.

The Pedagogy of Pop

The Pedagogy of Pop PDF Author: Edward Janak
Publisher: Lexington Books
ISBN: 0739176013
Category : Social Science
Languages : en
Pages : 245

Get Book Here

Book Description
Media competes with public schools in terms of student engagement and time. However, the two needn't be mutually exclusive. The Pedagogy of Pop: Theoretical and Practical Strategies for Success discusses a variety of strategies and approaches for using social and mass media as tools through which teachers might improve schooling. While there is a vast body of literature in this field, editors Edward A. Janak and Denise Blum have created a text which differs in two substantive ways: scope and sequence. In terms of scope, this work is unique in two facets: first, it presents both theory and practice in one volume, bridging the two worlds; and second, it includes lessons from secondary and postsecondary classrooms, allowing teachers on all levels to learn from each other. In terms of sequence, The Pedagogy of Pop draws on lessons from both historical and contemporary practice. The introductory section of Janak and Blum's collection presents a pair of papers that use somewhat different approaches to examine the historical roots of contemporary critique. Part I presents a series of chapters designed to provide guidelines and theories through which educators on all levels can think about their practice, focusing more on the "why" of their approach than the "how." Part II presents a more "hands-on" approach by sharing a variety of specific strategies for incorporating pop culture in all its forms (technology, music, television, video games, etc.) in both secondary and postsecondary classrooms. The conclusion shows the praxis of teaching with popular culture, presenting a counterpoint to current thinking as well as a case study of the best of what can happen when popular culture is applied effectively.

Handbook of Public Pedagogy

Handbook of Public Pedagogy PDF Author: Jennifer A. Sandlin
Publisher: Routledge
ISBN: 1135184194
Category : Education
Languages : en
Pages : 684

Get Book Here

Book Description
Bringing together scholars, public intellectuals, and activists from across the field of education, the Handbook of Public Pedagogy explores and maps the terrain of this burgeoning field. For the first time in one comprehensive volume, readers will be able to learn about the history and scope of the concept and practices of public pedagogy. What is 'public pedagogy'? What theories, research, aims, and values inform it? What does it look like in practice? Offering a wide range of differing, even diverging, perspectives on how the 'public' might operate as a pedagogical agent, this Handbook provides new ways of understanding educational practice, both within and without schools. It implores teachers, researchers, and theorists to reconsider their foundational understanding of what counts as pedagogy and of how and where the process of education occurs. The questions it raises and the critical analyses they require provide curriculum and educational workers and scholars at large with new ways of understanding educational practice, both within and without schools.

New Media and Digital Pedagogy

New Media and Digital Pedagogy PDF Author: Michael G. Strawser
Publisher: Lexington Books
ISBN: 1498548520
Category : Language Arts & Disciplines
Languages : en
Pages : 193

Get Book Here

Book Description
New Media and Digital Pedagogy: Enhancing the Twenty-First-Century Classroom addresses the influence of new media on instruction, higher education, and pedagogy. The contributors specifically examine the practical and theoretical implications of new media and the influence of new media on education. This book emphasizes the changing landscape of education and technology and creates a foundational lens and framework for thinking through and navigating higher education in a digital and new media driven context.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

Get Book Here

Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom PDF Author: Katrin Becker
Publisher: Springer
ISBN: 3319122231
Category : Education
Languages : en
Pages : 429

Get Book Here

Book Description
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.